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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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[PASSED][MISSION] Dockyard - Pier Pressure
Name: Pier Pressure
Map: Dockyard
Difficulty: Expert
Creator: Tindall Berry
Last edited by theAgamer11; 22 Oct, 2019 @ 2:11pm
Originally posted by Sntr:
As of 10/14/2019, this mission has been accepted into the Madness vs Machines campaign.

You did it, you've liberated the dockyard from the tyranny of Intermediate!!
< >
Showing 1-15 of 15 comments
Literally A Moth 6 May, 2019 @ 7:44pm 
V1
Download[drive.google.com]

Requests:
  • No Beggar's Bazooka
  • No Gas Passer
  • No Sticky Launchers (pipe demo/demoknight is fine)
  • No using tank sweet spots if running a pyro
Literally A Moth 28 May, 2019 @ 7:08pm 
Bump
Sntr 2 Jun, 2019 @ 2:45pm 
w1
ends with gatebot gauntlets
wave is also fairly simple, might even be doable with just 400 starter?

w2
ends with gatebots again

w4
last part is a bit tame compared to first part

w6
feels like it could have more gatebots?
maybe have giant deflectors be gatebots?

w7
really underwhelming boss

Total wave time breakdown for: mvm_dockyard_rc6_exp_pier_pressure [Victory] Time spent on Wave 1: 2 min 54 sec [Victory] Time spent on Wave 2: 3 min 42 sec [Victory] Time spent on Wave 3: 4 min 28 sec [Victory] Time spent on Wave 4: 4 min 24 sec [Victory] Time spent on Wave 5: 3 min 44 sec [Victory] Time spent on Wave 6: 4 min 7 sec [Victory] Time spent on Wave 7: 1 min 35 sec Total success time in mission: 24 min 54 sec (100%)

Here's a demo file[demos.potato.tf] for our run.
Slimeakku 2 Jun, 2019 @ 6:22pm 
Your gatebot deflector Heavies are really hard to tell they're gatebots, the colored star on the U-Clanka is really hard to notice. I think you should really just give them a regular gatebot hat.
Literally A Moth 6 Jun, 2019 @ 9:54pm 
V2
Download[drive.google.com]

Changes:
Lowered starting money to $400

Wave 1
Bat Scouts are now 50/50 bomb bots and gatebots
Lowered the spawn rate of the Gatebot Soldiers
Steel Gauntlets are no longer gatebots
Wave payout increased by $100

Wave 2
First Demos are now 50/50 bomb bots and gatebots
Lowered the spawn rate of the Force-a-Nature Super Scouts
Scouts are no longer gatebots

Wave 3
Giant Samurai Demos now only gain 800 health on kill and won't get overhealed
Lowered the spawn rate of the Giant Samurai Demos
Gatebot Deflectors now use the regular gatebot light instead of a painted uclanka

Wave 4
Lowered the spawn rate of the Giant Rapidfire Soldier squads
Replaced Heavyweight Champs with 30 Shortstop Scouts
Removed 1 Giant Burst Demo and increased their spawn rate

Wave 5
Scouts are now 50/50 bomb bots and gatebots
Giant Blast Soldier squads are no longer all gatebots + spawn rate lowered
Hyper League Scout support now starts earlier

Wave 6
Removed 12 Heater Heavies
Giant Deflectors and Gatebot Heaters now wait for the Crit Pyros and Backup Soldiers to be all dead
Gatebot Heaters now use the regular gatebot light instead of a painted bunsen brave
Second Tank health lowered to 25000
Second Tank will no longer attempt to cap the gate anymore (god bless)
Replaced Giant Steel Gauntlets with Giant Burst Soldiers (the Bigrock variant that everyone loves)
Support Bat Scouts are now 50/50 bomb bots and gatebots
Wave payout increased by $100

Wave 7
Remade into an actual wave
Whoops, another Tindall wave with Giant HoK Deflectors
And I broke my own rule of not using custom icons by including Kritz Meds...
Gate is no longer auto-capped when the wave starts
Wave payout increased by $600
Slimeakku 9 Jul, 2019 @ 10:21am 
Wave 1: Ridiculously easy, add giants or find some other way to make it exp without giants.
Wave 2: Insanely difficult for scout with all the engies around. Giant Pyros shouldn't have a 20% damage bonus.
Wave 3: Good wave. Personally, I kept getting confused about the gatebot deflectors since they had no U-clanka. I don't see why you don't give them both the U-clanka and gatebot hat.
Wave 4: Slow start. Not sure how to feel about the 6 sniper support.
Wave 5: Backups make this too difficult.
Wave 6: Good wave.
Wave 7: Really liked this wave.
Braindawg 9 Jul, 2019 @ 10:23am 
My only complaint is the tanks are a bit weak throughout the whole mission and could all use a bit more HP (excluding the wave 7 tank). The mission hits 22 maxactive a lot as well, I'm not sure if this was meticulously planned or accidental, so I wouldn't count it against anything.

W1:
~Entire wave felt like steel trap adv difficulty. Could use some giants or something else to make the wave more difficult.

W4:
~Beginning is pretty slow, the rest of the wave was alright.

W5:
~Might be a bit overwhelming, but not outstandingly bad

https://demos.potato.tf/prejudging/mvm_dockyard_rc6a_exp_pier_pressure_1562690452.dem

Total wave time breakdown for: mvm_dockyard_rc6a_exp_pier_pressure [Victory] Time spent on Wave 1: 3 min 3 sec [Victory] Time spent on Wave 2: 3 min 57 sec [Victory] Time spent on Wave 3: 3 min 5 sec [Victory] Time spent on Wave 4: 4 min 1 sec [Victory] Time spent on Wave 5: 3 min 57 sec [Victory] Time spent on Wave 6: 4 min 1 sec [Victory] Time spent on Wave 7: 4 min 9 sec Total success time in mission: 26 min 13 sec (100%) Total time spent in mission: 26 min 13 se
Last edited by Braindawg; 9 Jul, 2019 @ 10:25am
Literally A Moth 14 Jul, 2019 @ 8:05pm 
Setting to inactive for now.
Literally A Moth 11 Aug, 2019 @ 10:31pm 
Let's dust this off...

V3
Download[drive.google.com]

Changes:
Updated all relevant icons to those by our friendly neighbourhood NotYourSagittarius
(Specifically Bat Scout, Heater Heavy)
Removed "dodge" subroutine from all gatebots
Printed out some new name tags for Bat Scouts and Minor League Scouts

Wave 1
Sternly told the Gatebot Soldiers to attack in groups of 4 instead of 8, and at increased frequency
Kindly asked 5 Giant Rapid Fire Soldiers to go support the small guys who are all on their lonesome and gave them $20 each to work with
(Wave payout increased by $100)

Wave 2
Slightly lowered Force-a-Nature Super Scout spawn rate - because the Scouts and Demos at the end needed some company
Fired the Engineers due to customer complaints

Wave 3
Added glue to some parts of the tank, increasing its health to 25,000 from 20,000
Gatebot Deflector Heavies found their hats again
Slightly lowered Giant Samurai Demos and Black Box Soldier squads spawn rate

Wave 4
Stepped on the gas with some Force-a-Nature Scouts
Final sub-wave now comes out once the Heavies have all spawned rather than all died - they aren't monsters
As good as teams of six Snipers are, two of them got votekicked anyway
Fired one of the two Engineers due to customer complaints

Wave 5
Replaced Snackup Soldiers with Cronch Soldiers

Wave 6
Firmly bolted down some loose parts on both tanks, increasing their health to 28,000 from 25,000
Fixed a looping error in the Extended Uber Medics that caused their Ubercharge to last 2 seconds longer than it should (10 seconds, down from 12)

Wave 7
Welded some scrap metal to the insides of the first tank, increasing its health to 35,000 from 30,000
Taped some extra bits onto the final tank, increasing its health to 32,000 from 25,000
skg 29 Aug, 2019 @ 8:10pm 
Pier Pressure

Lower any mission support with 4 or more desiredcount to 3 or fewer. Its just incredibly unfun to constantly have to deal with 4 snipers/spies

W4:
Just way too many shortstops, had them + 4 giant demos + 1 giant rapid soldier clumped up all together at one point. Do something to the shortstops and space out the giants. Lower the amount of sydney snipers active.

W5:
Was just way easier compared to wave 4, demo will show what the deal was.

W6:
Sniper cooldown was 5 seconds, literal constant sydney snipers has gotten pretty old by this point.

Total wave time breakdown for: mvm_dockyard_rc6a_exp_pier_pressure
[Failure] Time spent on Wave 1: 3 min 16 sec
[Victory] Time spent on Wave 1: 4 min 16 sec
[Victory] Time spent on Wave 2: 3 min 35 sec
[Victory] Time spent on Wave 3: 3 min 45 sec
[Failure] Time spent on Wave 4: 3 min 32 sec
[Failure] Time spent on Wave 4: 3 min 52 sec
[Victory] Time spent on Wave 4: 3 min 48 sec
[Victory] Time spent on Wave 5: 2 min 40 sec
[Victory] Time spent on Wave 6: 4 min 58 sec
[Victory] Time spent on Wave 7: 4 min 35 sec
Total success time in mission: 27 min 37 sec (72%)
Total time spent in mission: 38 min 17 sec

https://demos.potato.tf/prejudging/mvm_dockyard_rc6a_exp_pier_pressure_1567130597.dem

READ BELOW:
As of now, all missions that have yet to be accepted are on a three-strike system.

If your mission submission is not passed in its entirety within the next 3 tests, it will be disqualified. If your submission is disqualified it is a final decision. There will be no more opportunities for resubmission after disqualification.

If more than one week goes by between testing and the mission being updated, one of the resubmission opportunities will be docked.

This mission is on Strike 1
Last edited by skg; 29 Aug, 2019 @ 8:12pm
theAgamer11 29 Aug, 2019 @ 8:39pm 
It might also be worth considering swapping waves 4 and 5 since they were the hardest and easiest in the mission, respectively.
Literally A Moth 31 Aug, 2019 @ 6:25am 
V4
Download[drive.google.com]

Changes:
Swapped waves 4 and 5 around
Robots will no longer gain crits upon the gate being captured
Giants will no longer spawn from the gate's left exit due to them getting stuck on the door frame

Wave 1
Replaced the Giant Rapid Fire Soldiers with stock Giant Soldiers
Steel Gauntlets now use the NYS icon which I forgot last time

Wave 3
Removed one Spy

Wave 4
All Conch Soldiers are now crit boosted
Increased the CooldownTime of the Spies to 40 seconds
Removed one Engineer

Wave 5
Major League Scouts now wear a yellow Batter's Helm that turns grey after capping
Replaced Shortstop Scouts with Pyros + added 6
Lowered Giant Burst Fire Demos spawn rate
Increased the WaitBeforeStarting and CooldownTime of the Sydney Snipers to 80 seconds and 40 seconds respectively + removed 1

Wave 6
Increased the WaitBeforeStarting and CooldownTime of the Sydney Snipers to 60 seconds and 30 seconds respectively + removed 1

Wave 7
Replaced Sydney Snipers with stock Snipers + removed 1
Added Spies
Removed the Engineers
Literally A Moth 3 Sep, 2019 @ 6:19am 
V5
Download[drive.google.com]

Changes:
Increased start money to $500

Wave 1
Steel Gauntlets are no longer crit boosted
Replaced Uber Medics with Kritzkrieg Medics

Wave 3
Replaced Gatebot Deflectors with Gatebot Heavies

Wave 4
Conch Soldiers are no longer crit boosted (mistakes were made and realised...)

Wave 5
Force-a-Nature Scouts now spawn throughout the entire wave + added 24
Giant Burst Fire Demos now spawn during the first half of the wave
Giant Rapid Fire Soldiers now spawn during the second half of the wave
Pyros now spawn in groups of 4 + removed 4
Removed another Sydney Sniper
Literally A Moth 13 Oct, 2019 @ 6:28pm 
V6
Download[drive.google.com]

Changes:
Wave 6
Lowered second Tank health to 26,000

Wave 7
Lowered Final Tank health to 30,000
A moderator of this forum has indicated that this post answers the original topic.
Sntr 14 Oct, 2019 @ 8:06am 
As of 10/14/2019, this mission has been accepted into the Madness vs Machines campaign.

You did it, you've liberated the dockyard from the tyranny of Intermediate!!
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Date Posted: 6 May, 2019 @ 7:41pm
Posts: 15